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'cloth'에 해당되는 글 5건

  1. 2007/11/18 [Max] cloth옵션 by MotionDJ
  2. 2007/09/10 [Max] Simcloth튜토리얼 by MotionDJ (2)
  3. 2007/09/09 [Max] Cloth by MotionDJ
  4. 2007/09/09 [max] 사틴 재질 튜토리얼 by MotionDJ
  5. 2007/09/09 [Max] 맥스 Cloth의 Silk 옵션값 by MotionDJ

[Max] cloth옵션

Tutorial/3D 2007/11/18 00:03
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출처 : 싸이클럽 MDL

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[MAX] Vray Studio 설치방법  (1) 2008/03/23
[Max] cloth옵션  (0) 2007/11/18
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[Max] Simcloth튜토리얼  (2) 2007/09/10
Posted by MotionDJ
TAG 3D Max, cloth

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Hello, my name is Antonio Casado and trought this tutorial I show us how to make cloth animations with 3DSMAX. In the first part we learn to make a simple cloth fall over an object, and in the second part we try to quit the cloth for show the object and animate a camera for see details of that.
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Scene setup



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The Scene to work in its very simple. It consist in a plane for the floor and the object to use, in this case a mini Hifi Stereo System with Speaker and remote controller.










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Now we create the cloth that use in the simulation later. For that, we start creating a plane object with about 50 subdivisions, the sufficient to make an accurate and exact animation, with all the featured needed. This is the result:













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Creating a circle Shape and using the ShapeMerge tool we finishing the cloth with a circled look, so more beautiful will be. Keep to clean unnecesary vertix in the edge of the edges using the WELD command in the Editable mesh/poly tab.













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Now we have the basic scene, so adjust the render propierties. The render system chosen is Vray and once have setup the basic illumination scene, we can Start to play seriously ;-)














PART ONE: The falling cloth



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Now its time to make the simulation. For that we use a free plugin called SIMCLOTH, from the same team that VRAY (I hope that can finish the current version and make it better). This is the control panel of Simcloth. As you see, is very easy to use:






























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Once finished the simulation, we can play the sequence in the viewport to see if we like it or not. If you like it, jump to the next point. Otherwise, we adjust the setting of the cloth. For that, I recommend to read the manual and learn better the parameters that affect the cloth and the objects, etc...

At this point, we can apply a material to our cloth. Otherwise, in the material requires UVW coordinates, its better apply it BEFORE the simulation (or go to a point under the stack and apply there the UVW Mapping). In our case, we choose a plain color with no texture coordinates. The material it?s really simple, simulating velvet. For that, only put a FallOff map in the Diffusse channel with the colors intense red in one and pinky red in other, as you see here:








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Once finished the simulation, we can play the sequence in the viewport to see if we like it or not. If you like it, jump to the next point. Otherwise, we adjust the setting of the cloth. For that, I recommend to read the manual and learn better the parameters that affect the cloth and the objects, etc...

At this point, we can apply a material to our cloth. Otherwise, in the material requires UVW coordinates, its better apply it BEFORE the simulation (or go to a point under the stack and apply there the UVW Mapping). In our case, we choose a plain color with no texture coordinates. The material it?s really simple, simulating velvet. For that, only put a FallOff map in the Diffusse channel with the colors intense red in one and pinky red in other, as you see here:

























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At last, we can do the final touch. How we used a medium to low mesh for the simulation, is time to refine the geometry. For that we use the new TurboSmooth modifier of 3DSMAX 7 and apply 2 iterations of smooth, obtaining a good density and adding extra detail. And for last, the Shell modifier, that give a thikness extra to the cloth:


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Now, we only render the sequence and enjoy the falling cloth...:















Postproduction




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Once the sequence is rendered, we can do to final touch. In this concrete case, we can stretch the video so we can obtain an ultra low motion animation. For this task we use Motion Perfect from Dynapel, a easy to use program that can done the stretch that we want. Only have to load the video, set a rate of 400% slow and wait to generate the video. That's all. The slow motion effect in this case is perfect and looks pretty:

Here you can see final animation







PART TWO: Picking the cloth



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Let's go now with the opposite case, what is to quit the cloth of the object, showing it. The procedure it's a little some complicated, but it allow us to make more complex animations with the cloth, for example, that a character pick a cloth.

So, starting with the previous scene, the better its to colapse the stack to the Simcloth modifier in tha last completed frame, and saving the scene with another name, keeping like that:



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Convert the sphere to an editable poly. In the main toolbar change selection mode to window.












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It's the moment to link the cloth object with the dummy. For that, we apply the Simcloth modifier again to the cloth. Remember to set to cloth. Next, push the ?+? in the Simcloth modifier to reveal the Vertex Subobject. Here is where can select vertex and assign it to another object external to it, in our case the dummy object:


































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We select two or three vertex coincident with the position of the dummy object, and push the button NEW. A new set appears, which have a few options. The most interesting its the 'attached' opcion, so active it and push in the button for select the dummy. In this moment there vertex group are attached to the dummy:

















































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Now it?s time to animate the dummy. We can move it in a simple movement or complex movement, here you feel free to do how you want:











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It's time to simulation, so push again the magic button "START CALCULATION" and if we have done things well, see how the cloth moves "magically". Now it?s time to wait to finish simulation...



Camera movement



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To do more dinamism to our animation, we make a little camera animation, simulating the movement of a digital handycam camera. For that, first we move the camera stablishing a basic movement. For example, making zoom over the object and panning across him revealing little details, and later restoring the point of view.

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The basic movement is done, but we missed these "micromovement" that normally have the handycam cameras. For that, first select the camera TARGET and go to Motion Tab. There we change the default controller for the POSITION LIST controller. So, we don?t miss the previous animation of the camera target, and can done layers of movements:







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So, we select the layer "available" and assign a new controller, NOISE CONTROLLER. Adjust these controller while play the sequence for fine tune the settings and find a small vibratory movement:









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We have the fine movement of the target, so now select the camera and do the same operation, but ONLY in the ROLL channel of the camera. In this case the position list controller its not needed, only the noise controller.

And with that, we have finished the camera animation. Now it?s time to render the sequence, make the video, and enjoy!:







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'Tutorial > 3D' 카테고리의 다른 글

[Max] Render Option_Matte properties  (0) 2007/11/13
[Max] Simcloth튜토리얼  (2) 2007/09/10
[Max] Cloth  (0) 2007/09/09
[max] 사틴 재질 튜토리얼  (0) 2007/09/09
Posted by MotionDJ

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  1. Favicon of http://www.jinixstyle.com BlogIcon jinix 2007/09/13 13:16  댓글주소  댓글쓰기 수정/삭제

    천 화이팅...ㅎㅎ

[Max] Cloth

Tutorial/3D 2007/09/09 22:56
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simulate local: 키를만들지 않고 시뮬레이트 할수 있다.
예를들어 물체에 천이 걸쳐진 상태에서부터 애니를 할경우, 로컬시뮬레이트로
물체에 걸쳐진 천의 모양을 만들어 놓고, 시뮬레이트를 실행해서 애니메이션을 할수 있다.
simulate:키를 만들고 애니메이션을 하게 한다.
erase simulate:시뮬레이트의 키들을 삭제한다.
reset state:local simulate를 지운다.(초기화함)
create keys:

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object properties: 천이되는 대상과 충돌을 계산할 오브젝트를 추가, 성질을 지정한다.


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'Tutorial > 3D' 카테고리의 다른 글

[Max] Simcloth튜토리얼  (2) 2007/09/10
[Max] Cloth  (0) 2007/09/09
[max] 사틴 재질 튜토리얼  (0) 2007/09/09
[Max] 맥스 Cloth의 Silk 옵션값  (0) 2007/09/09
Posted by MotionDJ
TAG 3D Max, cloth

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This is a quick tutorial discussing a satin shader I made in brazil, and some of the thought behind making it.

Someone came on the Splutterfish Forum, and wanted to know how to make a satin material. I was waiting at home for a plumber, and didn't have much to do, so I decided to give it a try.

First off, here's the reference image I was given.

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I started by making some cloth looking geometry. I downloaded the free version of simcloth, took a plane, put a noise modifier on it, then dropped a second plane on top of the first plane. My second plane (the cloth) all bunched up like cloth would when it impacted the first plane. I then deleted the first plane and now had some wrinkly cloth.

Next came the shader. One of the things about satin is it's shiny, and has a fine thread structure that primarily travels in one direction, hence I decided to use an anisotropic shader for the highlight. This led to my first stab at the shader...

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Parameter wise, it's a brazil advanced material, a blinn highlight shader, anisotropy of 0.6 angle of 45, very tall wide highlight. The base shader is velvet with some color in the luminosity to bring a little extra illumination in the dark areas (faked translucency). Bump wise, I used a bump from darktree, the denim shader, but I removed the color and left only the bump, saved it as a dtsb file, and used it in the brazil material's bump channel.

While it retained some of the right aspects, a friend pointed out that it still looked a bit too rubbery, probably because the bump was too strong, and also the shadow areas weren't getting enough light (ie, I didn't go far enough with my faked translucency). So I added a little more luminosity to bring more light and color into the dark areas, and hence a much lighter, silkier material. Also, I mixed the threaded bump with a little bit of fractal noise, again in darktree (the rough procedural) with a high lacunarity value. This led me to my second stab at the material...

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Then a little more refinement

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Finally, I realized the material would actually be pretty rough due to all the threads, and hence instead of using a brazil default shader (who's diffuse component is lambert), I switched to an oren nayar shader, and added some roughness in there (0.7). Tweaked the other parameters again ever so slightly, a slightly tighter highlight, and here's the result...

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출처



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'Tutorial > 3D' 카테고리의 다른 글

[Max] Cloth  (0) 2007/09/09
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[Max] Simcloth 옵션 설명  (0) 2007/09/04
Posted by MotionDJ
TAG 3D Max, cloth

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U bend : 2.5
V bend : 2.5
U bcurve : 0.5
V bcurve : 0.5
U Stretch : 50
V Stretch : 50
Shear : 50
Denity : 0.005
Damping : 0.1
Thickness : 0
Repulsion : 1
Air resistance : 0.04
Dynamic Friction : 0.1
Static Friction : 0.3
Self Friction : 0.2








위값들은 Fx3D에 나와있는 옵션값이다.
맥스의 기본옵션값과 차이가 좀있어서 적어놓는다.




출처 : FX3D



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[max] 사틴 재질 튜토리얼  (0) 2007/09/09
[Max] 맥스 Cloth의 Silk 옵션값  (0) 2007/09/09
[Max] Simcloth 옵션 설명  (0) 2007/09/04
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Posted by MotionDJ
TAG 3D Max, cloth, Silk

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